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[WILD] VERY consistent & fun Handbuff

  • Last updated Jun 28, 2019 (Rise of the Mech)
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Wild

  • 26 Minions
  • 4 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Handbuff Paladin
  • Crafting Cost: 8480
  • Dust Needed: Loading Collection
  • Created: 6/24/2019 (Rise of the Mech)
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  • Total Deck Rating

    29

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Introduction:
 
I've been playing handbuff pally since Mean Streets of Gadgetzan. Handbuff never made it past fringe play when it was in standard, but now in wild there are enough tools to do it the justice it deserves. This is the shell I've been playing for more or less a year now, it's actually really consistent and surprisingly strong. Nobody ever sees 20+ charge dmg coming! The recent round of buffs REALLY helped out a lot, allowing for t1 Crystology into a 2-drop.
 
How to pilot the deck:

Mulligan:
Keep any and all 1- and 2-cost cards. I usually keep a 3-drop as well especially if expecting aggro (except Wickerflame Burnbristle, always toss this). If I'm expecting a slower game I also tend to keep my charge minions as they often get absurdly large over the course of a game and give unexpected kill potential. 

Early and mid-game:
If the opponent isn't doing much then I don't play much either, at least not till turn 3-4. I don't play my minions on curve unless pressured hard (except Drygulch Jailor and Stonehill Defender). Normally I try to save my handbuff cards for as long as possible without completely getting overrun, though don't get too greedy either if it ends up messing with your mana-efficiency too much. 
 
A really common play would be do-nothing till t4 then Smuggler's RunTar Creeper and then follow-up with a 5-mana handbuffer such as Glowstone Technician into a few buffed up 3-drops or a Fight Promoter to draw cards (yes it triggers on itself if buffed to 6/6 or more!). Basically I almost always end up behind early game and pull it back by taunting up turn 3-4 followed by playing giant under-costed minions turns 5-8. Lifestealing taunts help a lot!

Playing Stonehill Defender on curve tip: Since handbuffs are way better on lower costed minions as they get a bigger relative boost to their stats,  I recommend cards like Righteous Protector and Unpowered Steambot in most cases. I rarely pick the big stuff unless I'm running out of value, not even Tirion Fordring or The Lich King.

Late-game:
Wins come from either grinding my opponents out by maintaining card-draw and playing big stuff or from massive charge damage to the face. Try not to overextend onto the board and lose too much stuff at once to a board-clear, the handbuffed minions are precious resources that took time to build up. Normally once tempo is established playing 1-2 minions per turn is usually enough to maintain huge pressure. 
 
 
Final Thoughts:
 
If you have the cards I definitely recommend you try this list, it's my favorite deck for sure. There is just something immensely satisfying in dealing 20+ charge damage in a turn or playing out multiple 6/6 Silverhand Recruits at 1 mana each. It takes some time to learn how to pilot the deck effectively in the various match-ups, like how to play against aggro vs control (and depending on which kind of control, can they be out-valued or not?).
 
So far I've made it to rank 8 with the list, which I think is pretty good for a dedicated handbuff deck of all things in wild! I never seriously try to rank up either so you might top that.